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07mk


				

				

				
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07mk


				
				
				

				
0 followers   follows 0 users   joined 2022 September 06 15:35:57 UTC

					

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User ID: 868

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I'd say it's rather not cynical to consider that "if" to be at all possible.

This doesn't seem that different from rock climbing or archery or even footraces. These are all intrinsically solitary activities of man vs a static environment, but by doing them together, people can build communities, and by comparing performances, people can compete. I do think there's something about overcoming video game challenges that is intrinsically... not worthless, but perhaps worth quite a lot less than other endeavors, but I see that more as a video game thing.

I think it's that - there's a pleasure in overcoming an unfair challenge. And I think a lot of it is the unfairness. Other video games are difficult, but they play by Marquess of Queensbury rules - no sucker punches or surprises.

I haven't played a Souls game, but having played Bloodborne, Sekiro, and probably half of Elden Ring, I believe this is actually the opposite. The challenges in these games tend to be very fair, even the sucker punches and surprises are ones that could have been prepared for. Which is to say, when you're in a boxing ring facing against an opponent, there's no such thing as a sucker punch, just poor attentiveness. These games have their share of surprise encounters, but every one of them could have been anticipated just by looking around a corner before stepping in - it's just that looking around each and every corner in a large, complex game world with tons of enemies is tough to do and can be quite stressful.

And it's that sense of fairness that makes these games so well-regarded in contrast to the generic difficult action game. They're not perfect and so exceptions do exist, but by and large, they telegraph to the player very well exactly how to react to any challenge to overcome it; they just demand great attentiveness and consistent execution while under pressure. The reputation for difficulty tends to come from how few mistakes a player is allowed to make before their character dies (most regular enemies can kill you in 2-3 hits most of the time). The fact that healing locks your character into a vulnerable animation and thus needs to be strategically used based on one's knowledge of the enemy's behavior also plays into this.

I couldn't disagree more, as someone who thinks From Soft's games are some of the best in the industry - Bloodborne and Sekiro are probably easily number 1 and 2 as the best games of the last 2 decades IMHO, though I'm about halfway through Elden Ring, and I'm pretty sure by the time I'm done, that will steal number 2 from Sekiro and possibly number 1 as well. The unique difficulty setting just doesn't add anything to these experiences, and they would be strictly better with an easy mode (Sekiro and Elden Ring both arguably have different difficulty modes, via the Demon Bell in the former and Fia's blessing in the latter both increasing the difficulty, so adding an easy mode wouldn't be much of a leap). I don't find your arguments compelling:

It provides a sense of meaning to your struggles. When beating a challenge in a game like Sekiro, the reward is that you are able to progress through the game. Overcoming the difficulty has meaning because if you didn’t overcome the challenge, you could not have moved on. Conversely, if there was an easy mode, beating the challenge on “normal” only means that you did not have to lower the difficulty in order to overcome the challenge. It, thus, lowers the meaningfulness of your victory.

There is no intrinsic meaning in moving on in a game. The meaning is only in what the player puts in it, because it's a game, rather than something of actual consequence. A player is free to place meaning in beating the game in Normal mode instead of dropping the difficulty to Easy, and if the player chooses to place less meaning in that compared to beating the only difficulty mode available without hacking the game, then that's a free choice by the player, not something imposed on them by the game.

It provides a sense of unity and comradery. In Dark Souls you can literally see other peoples’ struggles against the exact same challenges that you face. This engenders a feeling of comradery against a common foe, which would be weakened if you couldn’t be sure that they aren’t facing a lesser challenge.

This is also something that's entirely by choice on the player. Furthermore, in games like, say, Devil May Cry which does have difficulty modes, you see no shortage of comradery between players who bond over beating the game in the hardest difficulty. Souls games themselves all have pseudo-difficulty modes other than the ones referenced above, through New Game+, which scales the difficulty through damage numbers bit by bit each iteration. There's already a stratification within these communities where people bond over specifically beating the various challenges at the highest New Game+ when the scaling caps out (e.g. Sekiro caps out at NG+7, i.e. after 8 playthroughs, the rest of the playthroughs have identical difficulty).

It provides a sense of identity for the game. It is no coincidence that discussions about difficulty always pop up around the release of FromSoft games. The unique difficulty setting has helped to create the identity of FromSoft games as “hard games”. Think of other “hard games”. How many of them have an easy mode? Having a strong identity, in turn, makes it easier for people to understand whether a game caters to their tastes. Everyone knows what to expect from the next FromSoft game. In some cases, the difficulty is the entire point of the game. For example, I wanna be the guy, QWOP, and getting over it are specifically designed to frustrate the player.

This is one of the stronger arguments here, but it also has to be weighed against the experience of the player. I'm sure FromSoft gets marketing benefits out of their games having this unique-difficulty reputation, but I don't care about benefits to FromSoft, I care about the benefits to me, the player.

It provides a sense of pride when beating the game. The fact that some people cannot beat the game but you can, is a potential source of pride. If you enable everyone to beat the game, it is gone.

This is, again, a free choice that the player makes about comparing oneself to others. And, again, there's plenty of pride in communities for games that do have different difficulties, where the hardest difficulty is the one that brings the most pride. Again, this is even the case for From Soft's games, where some people don't consider you to have truly beaten the game unless you beat it in the highest NG+.

It saves on development time spent on balancing the game, which can be used on other areas. If the developers care about properly balancing all difficulty levels, this time save can be significant. If they don’t, which seems to be the usual case, the idea of implementing multiple difficulties is flawed in the first place. In the usual case of “easy/normal/hard”, normal is easy but hard means bullet sponge enemies and difficulty spikes. In some cases, it even ruins the game economy. I started out playing “ELEX” on ultra difficulty as an archer but had to quickly realize that killing enemies wasn’t worth it because I simply couldn’t afford the arrows to kill their bloated health totals. Thus, the difficulty setting didn’t provide a challenge for skilled players, it turned the game into a broken, unbalanced mess. There is no way this would have happened, had the developers balanced the difficulty around skilled players from the start.

This is also an arguably strong point, but frankly, Easy Mode is basically trivial to tack onto after the game is developed. Just scale the numbers by an order of magnitude or more. There's no need to make Easy Mode balanced in a fun way, because it still serves the purpose of accessibility. As well as offering experienced/good players a silly and light-hearted way to experience the game.

It allows developers to generate their intended atmosphere more accurately. Some parts of games are meant to be hard to create an oppressive atmosphere. Others are meant to be easy to create a cathartic feeling in players. If there are multiple difficulty levels, a player may increase the level when the game is “too easy” and decrease it when it is “too hard”, thus undermining the developers intended atmosphere.

What the developers intended isn't really important; the player has no responsibility to make sure that the devs that they handed money over to sees their artistic vision realized. The player is there to be entertained in exchange for their hard-earned money, and if that involves experiencing the game in a way that doesn't fit the intended atmosphere, then they ought to experience it that way.

It provides commitment to a challenge. Hard games are oftentimes not that enjoyable to play in the moment but they provide more satisfaction when you finally beat them

This is the one that I disagree with the most. I've yet to play a hard game that I've liked which was not enjoyable to play in the moment. Again, I'm playing Elden Ring right now, and the boss that beat me the most was Margit the Fell Omen, (the first boss of the game for most people, I think), which took me 24 tries. I enjoyed each and every one of the 23 failed attempts that led up to the victorious 24th. Because the game's combat mechanics, the boss's movesets and AI, and the stakes of the fight that were built up from the game's lore all made the experience of tackling this challenge fun. There's no shortage of games that are even more difficult than From Soft's games, but also not fun. We just call those bad games that aren't worth playing.

Hard disagree. I think the Souls games and Elden Ring are all pretty mediocre. They're fine at some baseline quality, but they're only remarkable because of the arbitrary high difficulty that breeds elitist protectionism that this post is a good example of. Sekiro is the only title I'd unconditionally qualify as "great". Never played Bloodborne.

I don't understand this perspective at all. That is, I don't see how the high difficulty in these games is arbitrary. I haven't played a single Souls game, but I've spent probably 500+ hours collectively on Bloodborne and Sekiro, and I'm about 50 hours into Elden Ring right now. Bloodborne is my favorite, though Elden Ring is challenging its place at the top while being by far the easiest of the 3, while Sekiro is a close 3rd despite also being by far the hardest of the 3. And in all of these, the difficulty, or perhaps more precisely the challenge, is one of the core elements that make them fun. And it's not that there's some extrinsic motivation in bragging about accomplishing things other people haven't; out of those 3, Elden Ring is likely the most popular and most well-loved, but, again, it's also by far the easiest and most accessible (Bloodborne being a PS4/PS5 exclusive plays a factor here though, admittedly).

It's generally how quickly and mercilessly they punish you that people consider them of high difficulty. To be honest, the main thing that makes these games tougher than the typical game of the same genre is the scaling on enemy damage; in most games, even bosses can hit you 10+ times before you die, whereas in these games, most regular mobs can kill you in 2 or 3 hits. But this is only one piece of the combat design in these games that make them so fun; the counter to this is that, often enough, the player can kill the enemies very quickly just by playing well. Sekiro exemplifies this perfectly with how every miniboss in the game that has 2 lives can have 1 of those lives taken out immediately before the fight begins, essentially halving their HP.

And furthermore, because enemies are so punishing, it forces the devs to design them to be fair. I consistently marvel at how well designed the enemies are in these games in terms of their attack patterns and animations which clearly convey to the player exactly what they need to do in order to avoid damage and to counterattack safely; the tough part is actually executing them consistently while under pressure from a very intimidating-looking enemy (furthermore, the execution is often not particularly difficult due to the slow pacing of these games; the timing precision and reflexes required for even Sekiro are basically nothing in comparison to something like a Devil May Cry). I've watched players with little experience in Souls games take down tricky bosses like the Guardian Ape in Sekiro - a sort of "twist" boss which took me over a dozen tries on my 1st go-around - on their 1st try, merely because they were smarter than me about analyzing their moves and experimenting safely with counters.

I'm also of the opinion that these games would be strictly better if they had easy modes. Beyond the challenge of the games, I'd say the From Soft games I've played are top of the industry in terms of level design for exploration and lore/world building. These are things that any player who doesn't care about the combat could enjoy and appreciate.

The format is pretty awful, though, at least in the image linked in the top post. A grid of 3x3 means having to scroll left and right and then down then left and right, which is a pain in basically any browser compared to just scrolling down on 9 rows of 1 column.

I played Catherine back in the day when it came out on PS3, having just come off loving Persona 3 & 4, IIRC. I hope you enjoy it more than I did, since I didn't find the base tower climb box-pushing puzzle gameplay all fun enough nor the narrative compelling enough to keep me going beyond probably the third-to-half-way point. The mundane everyday life + nighttime dream fantasy setup like Persona was great, but they could've done a lot more with the narrative, because I found myself very disconnected from the characters, who just seemed to teleport from bedroom to date to bar, with little hints of any life outside. At least Miyuki Sawashiro's Catherine was a joy to listen to as always.

I have no disagreement with your opinion on the pattern of upvotes and downvotes in this case specifically, at The Motte more generally, and in places with such systems even more generally. If anything, I'd say it is a bad thing, but it's indeed natural and unavoidable. Which is why I find complaining about it to be silly and pointless. It's like whining that the Sun rises in the east.

I didn't call anyone weird. I actually said "Kind of a weird focus on democrats in this post."

To say that this is in any way meaningfully different from, "claiming the person [who made the post] is being weird [by making the post]" is pretty absurd in my eyes. The person who made the post is obviously the one responsible for what the post was focusing on, and you claimed that the particular focus in the post was weird. If you believe that making a post that has a weird focus isn't "being weird," then your skills at splitting hairs are greater than mine.

I also have no interest in up/downvotes in general and specifically find the idea of comparing downvotes between one's own posts and those of other people to be silly and rather narcissistic, so I won't comment on any particular comparisons.

On the flip side, I think this post was written tactfully, but it still ended up in the negatives - in fact I was surprised to see how many downvotes it had given how anodyne it was.

I don't think that post was particularly tactful. Starting right off the bat by claiming the person is being weird isn't very tactful, just the opposite. There's a good point to be made about singling out Democrats being unfair given the behavior of the other party, but that's not a tactful way to make it. This is the kind of behavior I tend to see out of people who complain about being downvoted for not fitting into the "echochamber" of this place, that, at best, they're passive aggressive in an obvious way that's harmful to the quality of the discourse, instead of taking the effort to contribute their views in a non-combative way to produce good discussion.

I haven't read this comment before, but I've had thoughts similar to this rattling around in my head for a while. I think the thought first occurred to me with respect to affirmative action, that the justifications were based around the notion that individuals belonging to demographics deemed as oppressed had been treated unfairly and therefore, at the individual level, deserved benefits to be tilted in their favor in things like school and job applications*. Obviously, the point of these filtering mechanisms is to select for individuals with the skills, ability, wherewithal, motivation, etc. to make the most out of the school and/or perform the job well, which are not dependent on whether or not someone belongs in a demographic group deemed as oppressed. So the benefit that we get better be worth the tradeoff of taking away these educational or employment opportunities from more qualified people to give them to less qualified ones.

But what is the benefit? Ultimately, it's mostly money. There's little benefit people get out of being assigned homework or going into lecture halls to take tests or sitting in front of computers to crunch numbers. People do these things so that, in the long run, they end up making more money. So why not just give these individuals money and let the work be done by people who are qualified?

Well, the problem there then is the "dignity" of the thing or whatever. People don't like to feel like charity cases; they like to believe that they earned the things that they have, through their own hard work, will, resilience, talents, etc. And so we have to get them to play-act the part, to go to classes and offices, to give them the plausible deniability that they actually earned the money that they're getting. This is also why AA is framed as helping people who are disadvantaged, rather than giving people bonus points for happening to belong to particular demographic groups, even though those are literally the exact same things.

And it's this dishonesty that gets me. I wish the left would just say that we should give people free money as a way to make up for injustices we presume they must have suffered due to belonging to certain demographics. We can then discuss and argue about which individuals deserve free money and how much, and there will be plenty to disagree about there, but at least everyone would have an open and honest understanding of what is at stake here. Trying to launder the free money through subverting our ability to put competent people in positions where they can contribute the most to society seems strictly worse than this.

I think this sort of enforced kayfabe is also at play with, say, the whole "transwomen are women" thing. I think it was Scott Alexander who argued that, regardless of how we see things, we should respect transwomen's identities by using their pronouns and such, because it's just the nice thing to do, and we ought not contribute even more to the suffering that they clearly must experience merely for believing that they were born in the wrong sex. I'm not sure if I agree with this, but I'm sympathetic to it, at least. But that kind of honesty is unacceptable in the modern left - the only line that's acceptable is that transwomen are women in every way that matters. This necessarily comes with it many implications about things like sports or pregnancy that many/most people aren't willing to accept. Like how AA only makes sense if you believe that competency isn't relevant in school/work, this kayfabe only makes sense if you believe that sex differences are purely socially mediated, and if we just twist society enough, then transwomen could live lives that are indistinguishable from females.

Again, I just wish people would state these honestly so that everyone can, with informed consent, place their votes on how they want society to be run instead of constantly obfuscating with this sort of play-acting fakery. But I suspect that, to some extent, the fakery is an essential component of the whole structure, and perhaps even the entire point.

* There are multiple justifications, of course, one of which is that, due to systemic oppression, our current filtering mechanisms erroneously judge individuals who belong to demographics deemed as oppressed as being less qualified than they actually are. However, assuming this were true, this, in no way, can support affirmative action; rather, what it would support is fixing our filtering mechanisms to make more accurate, more precise assessments of individuals, which is the opposite of the blunt tool of AA.

A place where I've noticed the whole "self-improvement is right-wing" meme being true has been in fictional media. In recent years, a number of films (e.g. Star Wars, Captain Marvel) and TV shows (e.g. She-Hulk: Attorney at Law, Rings of Power) - all of them made by openly progressive people openly pushing a progressive agenda - have been criticized for what some have disparagingly called the "HER-o's Journey," wherein the heroine, often fairly boring or unlikeable from the start, goes through a character arc where she discovers that she was actually always as awesome as she always believed she was, realizing that all her problems were the fault of everyone else who couldn't see her innate awesomeness that was always within her. This is obviously meant to contrast with the classic "Hero's Journey," which tends to involve a hero going through a character arc where he struggles with and overcomes some flaw he has, allowing him to overcome some obstacle at the climax. It'd be easy to say that this is a projection of how women and men relate to each other IRL, where women judge if men are good enough for her while men improve themselves to become good enough for women, but I don't think it's that simple, since, AFAICT, fictional media that follow this type of narrative tend not to be particularly liked by women any more than they are by men. But to add on to this whole "refusal to self-improve" phenomenon, when these works underperform commercially, usually the creators of these works tend to blame the fans for failing to understand their value, rather than blaming themselves for failing to deliver something that fans would want to give money for.

More broadly, these phenomena both tie into something Jonathan Haidt has talked about with respect to modern leftist politics, which is that he sees it as "reverse-cognitive behavioral therapy." One well known trope in CBT is that one reframes "this person caused me to feel this way" to "this person did this, and I responded by feeling this way," which obviously shifts the locus of control from external to internal. Much of the modern left is informed by the idea of discovering one's true self and being in touch with one's emotions, which often rounds down to just trusting every feeling that goes through one's mind as true and valuable and projecting it onto the world - this is something we obviously see coming from all sides all the time, but the modern left particularly encourages this as virtuous for people who have been deemed oppressed.

Another disparate thought I have is that the left has long been associated with support for religious and sexual minorities, who have traditionally been oppressed by a society that would treat them as second class citizens for believing the things they believe. In such a setting, trusting one's own feelings over what society tells you is considered a righteous act of rebellion, and it's not at all a leap to go from that to the belief that any sort of belief in improving oneself is actually an internalized form of the oppressive standards that society imposes on you. I also wrote in another comment that the connection to postmodernism makes it so that it's easier to disconnect one's beliefs from base reality, which in this case is the belief that any negative health effects of being fat or obese are purely imposed by society and disconnected from biology or physics. This also connects with beauty standards, where the notion that skinny, fit women being considered attractive is deemed to be a purely arbitrary societal invention.

I don't know that there's any theory that neatly ties all this together. I'll just say, as someone who's been a leftist Democrat all my life, seeing Democrats whine about Republicans for so many decades without taking responsibility to improve themselves has largely made me check out of politics over the past half-decade to a decade. The idea that it's our responsibility and only our responsibility to shape our message to win over Republicans and independents to our cause, and that these people who disagree with us have no responsibility to be convinced by a message they don't find convincing just doesn't seem to occur to them. That said, I'm seeing this from the inside of just one side, and so maybe this exact same type of passing-the-buck phenomenon happens just as much in the other side.

I'm reminded of the phenomenon of the "luxury belief," where people espouse beliefs while being shielded from the consequences of those beliefs. The types of people self-motivated enough to move into cities and pursue an education or elite career also tend to be self-motivated enough to keep themselves fit, and so the message that there's nothing wrong with being fat or unfit doesn't really affect them. But others don't have such self-motivation and take the message seriously, resulting in the current Healthy At Every Size and fatness acceptance movements and the consequential early deaths. That said, it's not as if Red Tribe folks particularly listen to the Blue Tribe in this kind of messaging, and so that doesn't explain why Red Tribe tends to have many more fatter people than the Blue Tribe.

I do wonder how the differences would be if we controlled for intelligence or socioeconomic status. Certainly I see plenty of obese people in my everyday life in my blue tribe enclave, but they generally tend to be in the lower classes. It could be primarily a class divide, where the Blue Tribe's most visible members are on the upper end while being left/liberal and the Red Tribe's most visible members are on the lower end while being right/conservative.

And to spitball, there are some just-so stories that come to mind. Left/liberal is more associated with marrying later or not at all as well as being more willing to divorce, which puts greater pressure on individuals to be and stay fit longer. It's also more associated with lack of a belief in the afterlife, which would create greater pressure on keeping alive and healthy. It's also more associated with colleges, which in the USA means more opportunities for athletics. It's also more associated with postmodernism, which would allow for a greater disconnect between one's actions and one's beliefs, as well as a greater disconnect between one's beliefs and reality.

For the remaining people (who by process of elimination have to be the oppressors), the progressive frame generally seems attribute too much control to them, believing that these elite oppressors are coordinating things to take advantage of and oppress others. These elite are specifically the ones who are setting the beauty standards that the oppressed have to live up to, while also simultaneously getting rich of of people's obesity by selling cheap junk food and then marking up the prices of plus-size clothing, and purposely keeping medical expenses high, just cause.

I do agree there's a quite a lot of hypo-/hyper-agency attributed to oppressed/oppressor classes of people, respectively, in the modern "progressive" worldview, but I also don't think there's much of a belief in this kind of coordination. A belief in this kind of coordination could be challenged and even destroyed by the lack of evidence of such coordination, and even more by the evidence of the lack of such coordination. Rather, "white supremacy" and "patriarchy" and other similar concepts are said to imbue these oppressors with attitudes that lead them to behaving as if they coordinate to oppress others without any of the actual coordination. The oppressors aren't meeting in a smokey room somewhere to discuss how to keep the oppressed people down, they're merely inheriting a legacy of oppression which reproduces the past oppression despite every individual in every situation behaving in ways that are completely egalitarian and non-oppressive at the individual level.

Where the hyper-agency comes in is that people who have been labeled as oppressors according to this worldview are deemed as having the responsibility to sacrifice in order to tear down this oppressive structure. While the those labeled as oppressed have only the responsibility to speak their truth and to yell at their oppressors until they go along with tearing down the structure. And if this doesn't work, then the oppressed have no responsibility to adapt their tactics to convince the oppressors; it's always the oppressors' responsibility to be convinced, no matter how unconvincing or abusive the arguments that come their way.

The way I see it, there's simply no way to meaningfully prevent AI developments. The level of coordination and authoritarianism necessary is simply beyond the ability of human society as it exists. Our only shot of survival is that the doomers are wrong and the alignment problem is actually easy to solve or isn't a problem at all, or perhaps for some unforeseen reason, AGI and ASI are actually impossible to create. So all we can do is to let the chips fall where they may and party until the lights go out.

If it turns out that the lights do go out, then we want that final party to be the best party ever, the culmination of all of human civilization. I want the final experiences of the final humans to have ever lived to be worthy of that position, worthy of the billions and billions of people who were born, lived, suffered, and died to carry us to that point. And the more we develop AI in the meanwhile before the lights go out, the better those final experiences will be. And the fewer restrictions there are for AI development, more everyday laymen will be able to come closer to experiencing that zenith of human civilization before we're all snuffed out. It'd be a shame if only Musk and Bezos were privy to the best party that has and will ever exist in human existence.

If it turns out that the lights don't go out, then the accelerated progress in AI helps to ensure a more prosperous future, since it matters quite a bit how quickly we develop these things. If we can get AI that cures cancer, it matters to millions and millions of people whether we do it this year or next year. Or even if it's something more minor like AI being able to create better tailor-made programs to help people lose weight, getting people to a healthy weight this year is much better than doing it next year, in terms of real lives saved beyond just quality of life. And regulation seems likely to delay the progress of tech that could produce benefits to people like this.

I have very few thoughts on the actual topic of your post, but as someone who spent more time than was healthy on 4chan a little before 2009, your description of 5channel now sounds similar. As I stopped using 4chan around 2009 and started using other social network sites, I found that the quality of conversation on places like Twitter or Reddit were substantially worse in comparison to 4chan, and it has only gotten worse in the 15 years since. My pet theory is the enforced anonymity and abrasive/offensive social norms helped to keep everyone from taking things too seriously, which in turn helped to keep conversations from getting enflamed. I've heard 4chan also got worse in the meanwhile, so maybe those golden years are forever gone. But if I could wave a magic wand and destroy every social network and replace them with something akin to the mid-late-00s 4chan, I'd do it in a heartbeat.

I think he says "cool off" or something like that after impaling the final bad guy with a refrigeration pipe or something like that.

Very close, but the opposite; it was a steam pipe. Commando truly might have been Schwarzenegger the peak of his one-liners. "Cool off" sounds like something his Mr. Freeze might have said in Batman and Robin, which also had some fantastic one-liners.

It's not even just because I'm a raging misogynist. Like, I could suspend my disbelief while watching a fantasy series enough to believe that a slender 5' 4" woman could defeat half a dozen people at once, if she's a master warrior and they're all lowly amateurs. That's a common enough trope in martial arts and other combat-based works - usually it involves a clearly powerful and muscular badass, but the world being a fantasy world goes a long way. Crouching Tiger, Hidden Dragon did it quite well with the tiny Zhang Ziyi making fools out of dozens of men at once. But that's the kind of thing the show needs to establish first by showing us what kinds of supernatural/fantastical abilities she has to overcome these odds that would be literally impossible IRL. And even then, the show needs to meet me halfway by showing her struggling, getting bested here and there for a moment before using her greater experience, skills, abilities, etc. to turn the tables. There's some level of incompetence and intentional "waiting their turn" we can accept in these 1-on-many fights, but the show needs to make an effort in hiding it.

But even before all that, there's the fact that they seem to be starting the training by having these rookies fight this master swordswoman using real weapons. That's like bringing in Michael Jordan to teach basketball to teenagers and throwing them straight away into a one-on-one match against him. Not even where he's pointing out errors in his opponent as they play, but he's just playing to win. Sure, that'd be a fun thing to try at some point in training, most likely as a little showcase for the most confident/best trainees, but as step one? All that would accomplish is showing off just how much better Jordan is than everyone else, and no one would learn anything. Perhaps there could have been some subplot of Galadriel getting no respect as an unproven small foreigner, and using this as a way for her to earn their respect, but that didn't seem to be the setup. I'm no expert in things like combat or training, but even I know enough to tell just how unbelievable the whole scene is, right from the jump. These writers getting paid handsomely in this billion dollar production should be expected at least to do enough research to make it believable to a layman like me.

Gotta say, it's a shame that the GOT curse of its less established actors not being able to transition to proper stardom seems to be in force with Gwendolyn Christie. Someone of her stature could make for a really fun action heroine to watch, and she seemed competent enough in the combat scenes in GOT. The Star Wars sequels completely wasted the opportunity with her character. I wonder if there's an alternate universe where ROP starred her instead; that said, I never got the sense from the Jackson trilogy that Galadriel was supposed to be some badass warrior, so perhaps it wouldn't have been the best fit.

DISCLAIMER: I actually believe that his words should be seen as tribal applause lights and so fact-checking them is missing the point, but there you go.

This seems likely correct, but I'd say that not fact-checking tribal applause lights is missing the point. If the tribe I belong to uses applause lights that don't stand up to fact-checking, then that makes me question the tribe's epistemic/honesty standards and thus makes me question if the reason I elected to join to the tribe is due to incorrect/dishonest information. I don't think of myself as some high-minded elite idealist, but I do consider it preferable that I choose my tribes based on true information rather than deception.

I don't think these substitute for each other to any meaningful extent. An action movie buff is going to watch, what, like 5-15 action movies a year in theaters? Accounting for modern film runtimes and ticket prices, that's up to 45 hours and $225. 45 hours is nothing in terms of gaming, that'd be easy to cover within a single month. $225 is the equivalent of 3-4 AAA games, so there could be some substitution effect, but honestly, for most people with enough free time and money to be into playing AAA games, the equivalent of < $20/month doesn't seem likely to significantly influence decisions on this.

Anecdotally, the types of gamers who are most into the types of games where you can see explosions and gun fights also are most appreciative of action films. Which makes sense to me, since if you like explosions and gun fights, there's separate and complementary enjoyment from partaking in them in a video game and from watching professionals performing it at a high level. Playing as Nathan Drake hanging off a cargo plane is a poor substitute for watching Tom Cruise hanging off the outside of a real plane as it takes off.

The training sequence in Númenor is very special, though.

That is, uh, indeed very special. I had to pause 20 seconds in just from the cringe before continuing. I'm not sure I can watch the whole thing. It looks like if someone who has never trained in combat in their life or even watched a martial arts movie decided to write what they imagined a training scene might look like. Which, to be fair, is very common in action scenes in a lot of films and TV shows, where the choreographers clearly believe that making a good fight scene is about people waving their limbs around in flashy ways, rather than making every swing, punch, kick, block, dodge, etc. a meaningful and believable progression of the back and forth to weave the narrative that constitutes a fight. It's just, you'd expect with a billion dollars to play with, they could hire at least a half-decent action choreographer/director.

I absolutely hate the fact that I think of it in terms of cliches about sex differences, but at the time, the whole thing reminded me of the whole phenomenon of "She told me her problems, I suggested some ways to solve them, and all she did was get mad at me" and "I told him my problems, and instead of comforting me, all he did was provide me with solutions." IIRC Damore is on the autism spectrum, which is obviously associated with being "extremely male," whereas the ideology in question tend to be known for attracting lots of women, which doesn't help matters.

Famed fitness expert Steven Crowder answered this question for us 7 years ago.

Like, James Damore was unsuccessful, but he did sincerely try to counter wokeness at Google where he worked.

I don't think this is an accurate description of what he did when he wrote and distributed his infamous memo. I'd characterize it more as him sincerely trying to help wokeness, under the belief that the woke (or rather, the equivalents at the time, since I don't think "woke" was nearly as commonly used back then) genuinely wanted to accomplish the things they said they did.

In the media associated with ROP I saw, the racially diverse hobbits and dwarves seemed rather curious, especially compared to its absence in the Jackson trilogy. I also heard that ROP had the same problem of people teleporting across the continent that plagued the later seasons of GOT (also, apparently at one point Galadriel hops off a ship that's hundreds of miles from nearest land with the plan of just swimming back to shore? And it actually works?). Which points to a very distinct lack of understanding of what contributed to GOT's success. Part of GOT's appeal was in presenting us with a believable medieval fantasy world, which, besides the realpolitik and sudden violence the show was known for, included different peoples from different nations looking, talking, thinking in recognizably distinctive ways. Even stripped of all the costumes, the Dothraki looked different from those from Winterfell and they looked different from those from Dorne, and all that made sense because of the presumed lineage of these cultures and nations. And when people needed to travel a few hundred or thousand miles, this presented real logistical issues that would present challenges to overcome, often in interesting and entertaining ways (IIRC Arya and the Hound running into adventures traveling from King's Landing to just halfway up the continent took a whole season, and it was an absolute blast the whole time!). These aren't things you can just gloss over and expect to still be good.

I wonder if the showrunners just thought that only autistic nerds care about that nerdy shit, and what matters is their ingenious powerful narrative that this franchise is merely being used as a vehicle for delivering. And, arguably, that could have worked! Perhaps it would've pissed off the Tolkien fans, but there are more non-fans than fans, and the world of Middle Earth merely being window dressing for a good story could still have been wildly successful. Unfortunately, from what I've heard, the protagonist, a young Galadriel, ended up being just another aggressive, abrasive, overpowered girlboss whose primary flaw is that everyone else doesn't see how correct she is. Which isn't exactly conducive to a satisfying narrative.